45 resultados para Jogos de linguagem
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This study analyzes the processes of meaning construction in the Livro do Desassossego, by semi-heteronym Bernardo Soares - Fernando Pessoa. We use theoretical grounds from an interface between Cognitive Linguistics and Textual Linguistics to observe how certain linguistic mechanisms build a reality that tells us of a time, a being and his conceptions of language and writing. We focus on description and explanation of procedures of categorization and referentiation accomplished, for example, through metaphor and metonymy. For the construction of the intended theoretical interface, we use analytical categories proposed and developed by the Socio-cognitive Approach of Language, Conceptual Metaphor Theory and Mental Space Theory. Armed with this theoretical background, we observed the dynamics of language in relation to its social, cultural and historical features, as well as the cognitive aspects that underlie it. We seek, therefore, encourage discussions about the functioning of language considering primarily the creative processes that allow us to organize and shape our experiences. We also try to provide an approximation of Linguistics, Literature and Philosophy, with a view to relations between language structure, cognitive activity and socio-cultural organization. From the results obtained, we found that a literary text attests, with a particular property, the mutual relations between language, cognition and culture, as indicates cognitive approach to language studies
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En esta investigación, tratamos de poner de relieve los aspectos cognitivos y culturales que subyacen a las metáforas en el lenguaje. Partimos de la premisa de que nuestra comprensión a cerca del mundo se construye socio-cognitivamente, sendo la metáfora un elemento clave de esta construcción. Por lo tanto, tenemos la intención de mirar debajo de la teoría de la Teoría Cognitiva de la Metáfora, visto desde el análisis del poema Morte e Vida Severina, de João Cabral de Melo Neto, la metáfora de la vida y muerte, inferíveis en el corpus forma patrones discursivos, llamado por nosotros como el Construccionismo del Bloques. Estas metáforas se encuentran en el nivel conceptual de nuestro lenguaje, emitido por modelos cognitivos idealizados, y mostrar las relaciones entre la lengua, la cultura y la cognición. Vemos una red de integración que implica la metáfora primaria llamada, elaborado a partir de los esquemas y los dominios conceptuales y metáforas congruentes, con la participación de la noción de marco.
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In this study, we analyzed the argumentative processes of written texts produced by UERN (Federal University of Rio Grande do Norte) vestibulandos : (students who apply for University Entrance Examinations in Brazil). It has as its corpus twenty compositions by such students. These compositions, collected in UFRN COMPERVE (Permanent Commission of vestibular examinations) and written in 2005 examination, were selected in a random way. The theoretical support is based on Perelman & Olbrechts-Tyteca (1999; 2002), Reboul (2004), Bakhtin (1992), Faraco (2003), Platão e Fiorim (2003) e Geraldi (1997), and other scholars. The work aimed to investigate how vestibulandos make use of argumentative techniques in order to construct their arguments in the vestibular examination. In the analysis of the corpus we considered that the used argumentative techniques, the relationship with the thesis, the sense effects students wanted to produce and the type of the required speech. It showed that in the, discourse construction of argumentative texts, students made use, with more frequency, of the following argumentative techniques: pragmatic arguments, arguments of the definition, comparison arguments, division arguments, example arguments, argument of the model and authority arguments as means to support their theses. However it was not carried out in a conventional way, reason why it leads us to believe that schools, as part of human activity, responsible for education and for the insert of learners in the literate world, have a fundamental role concerning the offer of conditions, so that, the teaching of Portuguese Language leads students to a systematic and explicit preparation of the knowledge, regarding the social and functions of the language, as well as of the strategies of the construction of argumentative texts. This can lead learners to develop communicative competence and to feel more confident when working with text production
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Research about teacher education, carried out in the area of Applied Linguistics (AL), reveals the importance of reflective practices in the professional development of teachers. With the aim of contributing to this area, we present this case study conducted at a technical school in Natal, RN. The corpus of the study is formed mainly from the teacher‟s discourse, generated during a stimulated recall session and the instruments used to collect the data: an initial questionnaire, a video recording of a class and the text transcript of the stimulated recall session. The central objective is to understand the way in which the reflection-on-action (SCHÖN, 1983, 1987) can contribute to raise the awareness of an English as a Foreign Language teacher (EFL) about her actions in the classroom. With this proposal, we begin our discussion presenting the origins, the presuppositions and characteristics of the concept of reflection according to Schön (1983, 1987), and supported by other authors (PERRENOUD, 2002; GÓMEZ, 1995; IMBERNÓN, 2009, among others); of critical reflection (LISTON e ZEICHNER, 1993; PIMENTA, 2002; DUTRA e MELLO, 2004, among others); and of the process of critical reflection (SMYTH, 1992). To evidence the reflections that emerge in the teacher‟s discourse, we found support in the theories and methods of Systemic Functional Grammar (SFG), which was initially proposed by Halliday (1985, 1994), Halliday and Hasan (1989), Halliday and Matthiessen (2004) and followers, such as, Eggins (1994), Thompson (1996), among others. We focus mainly on the subsystem of Attitude, an integral component of the system of discourse resources, Appraisal, presented by Martin (2000), Martin and Rose (2003, 2007), Martin and White (2005). The results reveal that the actions of the teacher in the classroom reflect not only her professional experiences, but also her values and concepts about teaching/learning languages. The results also show the teacher‟s awareness of the need for changes in her practices. Faced with these findings, we believe that this study reveals important concepts that can direct teacher educators to rethink new ways of approaching teacher training courses. In addition, it also reveals the importance of discourse analysis based on a systemic functional approach.
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This research, part of Applied Linguistics field, aims to analyze the language of a school blog, developed with the participation of students, as a work based on the conception of multiliteracies, focusing on the construction of different meanings. The research is carried on from the building and maintenance of a school blog, the Ieceblog, with students of Ensino Fundamental II, since 2008, in a private school in Natal-RN. The investigation of the language produced on a school blog is justified due to the interactive conceptions of writing and reading on the virtual environment. Given the fact that new technologies are a reality in the schools opened to the practices of multiliteracies, it is assumed that text, image, video, audio, non-graphic signs and hypertext intensifies the produced interaction, in which the students become real authors. In this perspective, some voices belonging to the statements that are formed through the posts and comments chosen to the analyses and reflection on the blog space as locus of productions of senses inserted in the school and the world environment, as well as for the identification of the language resources used to intensify the senses that emerge from it. From the view of dialogism conceptualized by Bakhtin Circle, the qualitative interpretive-research deepens the experience of a school blog focusing on digital language in line with the vision of digital literacy. From the blog posts, a corpus that promote the exposure of different manifestations of language in the design of digital multiliteracies is elected. Thereby, the method used was the dialogical analysis of speech based on Bakhtin s studies and the Circle. The corpus was taken from the blog s posts in order to point up the different language manifestations in the following categories: (i) mood reinforced by the mockery, (ii) search for compliance with school sphere, (iii) conflicting social values and consistent complicity between sense and verbal imagery, and finally (iv) social practices that take place from and through the discursive genre. The study points to the tension between the active voices in several directions, revealing the distorted unit of posts which, under the analytical observation raises multiple meanings in a responsive manner. The analysis of the dialogue interaction in which intersperses the digital one becomes more apparent that the multiliteracies events that are mediated by language in addition to structure of the language and makes us rethink the students
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This Masters thesis investigates and analyzes the homoerotic expressions in Fernando Pessoa s poetry and in his heteronyms : Álvaro de Campos, Alberto Caeiro and Ricardo Reis. Through the elaboration of deceptive strategies as a way to escape from the insults and the constraints, the poet by means of creative runaway lines builds up a homoerotic poetry that differ from the established patterns and representational models of the literature. We can find, bearing in mind a problematic sexuality which overflows in the various I s, of the sinuous identities and the movable boundaries, and intense mask games. They become real in poems, especially by means of sensations, yielding the possibility of a queer discourse and generating a homoerotic poetry. Pessoa s homoerotism is, thus, presented amid friendly relationships, smooth spaces, of heterotrophy of the city, or others space and the closet s aesthetics. Based on this, it is noted the articulations of a performance gender as body scripture and inscription, thus establishing a physical-writing which reveals a transgressive sexuality, with multiple entrances and exits, affirmations and denials that originate paradoxes. In this matter, we develop links between Foucault conceptions (2010a, 2010b, 2011) towards the history of sexuality, friendship and the power-knowledge relations with traces of significance and subjectivity, in processes of faciality and BwO (Body-without-Organs) in Deleuze and Guattari (1996). We still consider the ontological questionings towards the Gay dimension in Eribon (2008) and we raise aspects concerning the construction of the idea of masculinity in Bourdieu (2010). Finally, we base ourselves on Sedgwick s 1993 closet epistemological approach, as well as on Butler s 2012 gender and performance theory, also going through a few Bataille 1987 passages about erotism, that redimension the homoaffective images of the Portuguese poet
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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior
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The sleep is an active brain process that allows the efficient realization of daily tasks. The changes on sleep patterns may influence the different cognitive processes performance. Many recent studies show the possibility of cognitive performance improvement, through the cognitive training with the use of computer games. The question is if these interventions may be influenced by the sleep quality. Thus, we evaluated the sleep quality effect about the efficacy of an intervention with computers games based on the working memory and attention for a cognitive performance training of elementary school students. The sample was constituted by 42 students with average age of 10,43 years old (SD=1,23), with 22 male participants and 20 female participants. We used to evaluate the sleep with the parents a sleep questionnaire, a sleep diary and the Sleep Behavior Questionnaire. In regard to intervention, the subjectives were distributed in an experimental and in a control group, both with 21 participants. In the first group occurred the intervention that consisted in the working memory and attention training with two cognitive tasks (Safari e Brain Workshop) during 30 daily minutes, for a 6 weeks period. In an equal period, the students from the control group should reproduce an artwork using drawing software. To evaluate the cognitive performance we applied before and after the intervention period the Wechsler Intelligence Scale for Children (WISC-III). The results showed that in both the groups the performance of the intelligence, working memory, attention and visuospatial skills was below of the mean. The cognitive processes evaluated after of intervention in the experimental group had a performance significantly higher in the Perceptual Reasoning Index (t = -6,24; p < 0,01) and in the Full Scale IQ (t = -5,09; p < 0,01) and Performance IQ (t = -6,52; p < 0,01), suggesting a improvement on the visuospatial skills, attention, working memory and processing speed. On the control group, the performance was significantly higher in the Coding subtest (t = -5,38; p< 0,01) and in the Perceptual Reasoning Index (t = -3,66; p = 0,01), suggesting a improvement on the visuospatial skills and attention. The mean obtained with the Sleep Behavior Questionnaire was 53,76 (SD=14,96) for an experimental group and 61,19 (SD=12,82) for a control group, indicating tendency for a bad sleep quality in that last one. Not only during the first days, but also in the last fifteen days of the intervention we verified in the two groups an adequate time to sleep, duration and regularity, in the weekdays and on the weekends. We didn t find significant differences between the two groups in none of the sleep variables. We verified statistically meaningful improvement on the performance of the experimental group with the intervention in the two games. We didn t verify significant correlations between the games performance index and in the sleep variables of the experimental group individuals. We verified significant correlations among the performance on the Brain Workshop and the Cubes subtest, the Perceptual Reasoning Index and the Scale Performance IQ, suggesting that the significant improvement of the visuospatial skills and of the attention was correlated with the performance in the Brain Workshop. Although the absence of correlations with the performance in the Safari, possibly it also has relieved in the improvement of the cognitive performance. The findings support the hypothesis that the computer games might be a satisfactory tool for the improvement of the performance in visuospatial skills and attention. This can be resulted of the insertion of visuospatial stimulations in the task, for example, graphical elements with thematic for children that increase the interest. The IQ below mean the individuals might have influenced the improvement absence on the cognitive processes like the working memory with games. Moreover, it wasn t verified a relation between the sleep quality and the intervention efficacy. It might have been influenced by the n of the sample. Future studies must focalize in the improvement of the effect of the interventions with games
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Model-oriented strategies have been used to facilitate products customization in the software products lines (SPL) context and to generate the source code of these derived products through variability management. Most of these strategies use an UML (Unified Modeling Language)-based model specification. Despite its wide application, the UML-based model specification has some limitations such as the fact that it is essentially graphic, presents deficiencies regarding the precise description of the system architecture semantic representation, and generates a large model, thus hampering the visualization and comprehension of the system elements. In contrast, architecture description languages (ADLs) provide graphic and textual support for the structural representation of architectural elements, their constraints and interactions. This thesis introduces ArchSPL-MDD, a model-driven strategy in which models are specified and configured by using the LightPL-ACME ADL. Such strategy is associated to a generic process with systematic activities that enable to automatically generate customized source code from the product model. ArchSPLMDD strategy integrates aspect-oriented software development (AOSD), modeldriven development (MDD) and SPL, thus enabling the explicit modeling as well as the modularization of variabilities and crosscutting concerns. The process is instantiated by the ArchSPL-MDD tool, which supports the specification of domain models (the focus of the development) in LightPL-ACME. The ArchSPL-MDD uses the Ginga Digital TV middleware as case study. In order to evaluate the efficiency, applicability, expressiveness, and complexity of the ArchSPL-MDD strategy, a controlled experiment was carried out in order to evaluate and compare the ArchSPL-MDD tool with the GingaForAll tool, which instantiates the process that is part of the GingaForAll UML-based strategy. Both tools were used for configuring the products of Ginga SPL and generating the product source code
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The development of interactive systems involves several professionals and the integration between them normally uses common artifacts, such as models, that drive the development process. In the model-driven development approach, the interaction model is an artifact that includes the most of the aspects related to what and how the user can do while he/she interacting with the system. Furthermore, the interactive model may be used to identify usability problems at design time. Therefore, the central problematic addressed by this thesis is twofold. In the first place, the interaction modeling, in a perspective that helps the designer to explicit to developer, who will implement the interface, the aspcts related to the interaction process. In the second place, the anticipated identification of usability problems, that aims to reduce the application final costs. To achieve these goals, this work presents (i) the ALaDIM language, that aims to help the designer on the conception, representation and validation of his interactive message models; (ii) the ALaDIM editor, which was built using the EMF (Eclipse Modeling Framework) and its standardized technologies by OMG (Object Management Group); and (iii) the ALaDIM inspection method, which allows the anticipated identification of usability problems using ALaDIM models. ALaDIM language and editor were respectively specified and implemented using the OMG standards and they can be used in MDA (Model Driven Architecture) activities. Beyond that, we evaluated both ALaDIM language and editor using a CDN (Cognitive Dimensions of Notations) analysis. Finally, this work reports an experiment that validated the ALaDIM inspection method
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Na computação científica é necessário que os dados sejam o mais precisos e exatos possível, porém a imprecisão dos dados de entrada desse tipo de computação pode estar associada às medidas obtidas por equipamentos que fornecem dados truncados ou arredondados, fazendo com que os cálculos com esses dados produzam resultados imprecisos. Os erros mais comuns durante a computação científica são: erros de truncamentos, que surgem em dados infinitos e que muitas vezes são truncados", ou interrompidos; erros de arredondamento que são responsáveis pela imprecisão de cálculos em seqüências finitas de operações aritméticas. Diante desse tipo de problema Moore, na década de 60, introduziu a matemática intervalar, onde foi definido um tipo de dado que permitiu trabalhar dados contínuos,possibilitando, inclusive prever o tamanho máximo do erro. A matemática intervalar é uma saída para essa questão, já que permite um controle e análise de erros de maneira automática. Porém, as propriedades algébricas dos intervalos não são as mesmas dos números reais, apesar dos números reais serem vistos como intervalos degenerados, e as propriedades algébricas dos intervalos degenerados serem exatamente as dos números reais. Partindo disso, e pensando nas técnicas de especificação algébrica, precisa-se de uma linguagem capaz de implementar uma noção auxiliar de equivalência introduzida por Santiago [6] que ``simule" as propriedades algébricas dos números reais nos intervalos. A linguagem de especificação CASL, Common Algebraic Specification Language, [1] é uma linguagem de especificação algébrica para a descrição de requisitos funcionais e projetos modulares de software, que vem sendo desenvolvida pelo CoFI, The Common Framework Initiative [2] a partir do ano de 1996. O desenvolvimento de CASL se encontra em andamento e representa um esforço conjunto de grandes expoentes da área de especificações algébricas no sentido de criar um padrão para a área. A dissertação proposta apresenta uma especificação em CASL do tipo intervalo, munido da aritmética de Moore, afim de que ele venha a estender os sistemas que manipulem dados contínuos, sendo possível não só o controle e a análise dos erros de aproximação, como também a verificação algébrica de propriedades do tipo de sistema aqui mencionado. A especificação de intervalos apresentada aqui foi feita apartir das especificações dos números racionais proposta por Mossakowaski em 2001 [3] e introduz a noção de igualdade local proposta por Santiago [6, 5, 4]
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This work presents JFLoat, a software implementation of IEEE-754 standard for binary floating point arithmetic. JFloat was built to provide some features not implemented in Java, specifically directed rounding support. That feature is important for Java-XSC, a project developed in this Department. Also, Java programs should have same portability when using floating point operations, mainly because IEEE-754 specifies that programs should have exactly same behavior on every configuration. However, it was noted that programs using Java native floating point types may be machine and operating system dependent. Also, JFloat is a possible solution to that problem
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The academic community and software industry have shown, in recent years, substantial interest in approaches and technologies related to the area of model-driven development (MDD). At the same time, continues the relentless pursuit of industry for technologies to raise productivity and quality in the development of software products. This work aims to explore those two statements, through an experiment carried by using MDD technology and evaluation of its use on solving an actual problem under the security context of enterprise systems. By building and using a tool, a visual DSL denominated CALV3, inspired by the software factory approach: a synergy between software product line, domainspecific languages and MDD, we evaluate the gains in abstraction and productivity through a systematic case study conducted in a development team. The results and lessons learned from the evaluation of this tool within industry are the main contributions of this work
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The field of Wireless Sensor and Actuator Networks (WSAN) is fast increasing and has attracted the interest of both the research community and the industry because of several factors, such as the applicability of such networks in different application domains (aviation, civil engineering, medicine, and others). Moreover, advances in wireless communication and the reduction of hardware components size also contributed for a fast spread of these networks. However, there are still several challenges and open issues that need to be tackled in order to achieve the full potential of WSAN usage. The development of WSAN systems is one of the most relevant of these challenges considering the number of variables involved in this process. Currently, a broad range of WSAN platforms and low level programming languages are available to build WSAN systems. Thus, developers need to deal with details of different sensor platforms and low-level programming abstractions of sensor operational systems on one hand, and they also need to have specific (high level) knowledge about the distinct application domains, on the other hand. Therefore, in order to decouple the handling of these two different levels of knowledge, making easier the development process of WSAN systems, we propose LWiSSy (Domain Language for Wireless Sensor and Actuator Networks Systems), a domain specific language (DSL) for WSAN. The use of DSLs raises the abstraction level during the programming of systems and modularizes the system building in several steps. Thus, LWiSSy allows the domain experts to directly contribute in the development of WSANs without having knowledge on low level sensor platforms, and network experts to program sensor nodes to meet application requirements without having specific knowledge on the application domain. Additionally, LWiSSy enables the system decomposition in different levels of abstraction according to structural and behavioral features and granularities (network, node group and single node level programming)
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Neste trabalho, apresentamos uma ferramenta cujo intuito é auxiliar não-programadores, jogadores de videogame, na criação de extensões na forma de Add-ons para World of Warcraft, o jogo online. Nele, o usuário pode criar extensões customizando completamente sua interface, de forma a reinventar a sua experiência de jogo e melhorar sua jogabilidade. A criação de extensões para aplicativos e jogos surgiu da crescente necessidade de fornecer aos usuários mecanismos eficientes de Programação por Usuário Final, permitindo que os mesmos preenchessem suas necessidades singulares através da criação, customização e especificação de extensões em software. Em World of Warcraft mais especificamente, os Add-ons exploram um tipo de extensão na qual os jogadores passam a programar sua própria interface de usuário ou a fazer uso de interfaces criadas por outros usuários. No entanto, realizar a programação dessas extensões - os Add-ons - não é uma tarefa fácil. Dentro deste contexto, desenvolvemos a ferramenta EUPAT for WoW (do inglês, End-User Programming Assistance Tool for World of Warcraft) que oferece assistência à criação de Add-ons. Além disso, investigamos como usuários jogadores com e sem conhecimento de programação são beneficiados. Os resultados desta pesquisa permitiram refletir sobre as estratégias de assistência de programação por usuário final no contexto de jogos